using UnityEngine;

public class PlayerFallState : PlayerAirState
{
    public PlayerFallState(StateMachine stateMachine, string animBoolName, Player player) : base(stateMachine, animBoolName, player)
    {
    }

    public override void Enter()
    {
        base.Enter();
    }

    public override void UpDate()
    {
        base.UpDate();
        if (player.groundDetected)
        {
            stateMachine.ChangeState(player.playerIdleState);
        }

        if (player.wallDetected)
        {
            stateMachine.ChangeState(player.playerWallSlideState);
        }
    }

    public override void Exit()
    {
        base.Exit();
    }
}
